﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.CameraEvent
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

#nullable disable
namespace UnityEngine.Rendering
{
  /// <summary>
  ///   <para>Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to.</para>
  /// </summary>
  public enum CameraEvent
  {
    /// <summary>
    ///   <para>Before camera's depth texture is generated.</para>
    /// </summary>
    BeforeDepthTexture,
    /// <summary>
    ///   <para>After camera's depth texture is generated.</para>
    /// </summary>
    AfterDepthTexture,
    /// <summary>
    ///   <para>Before camera's depth+normals texture is generated.</para>
    /// </summary>
    BeforeDepthNormalsTexture,
    /// <summary>
    ///   <para>After camera's depth+normals texture is generated.</para>
    /// </summary>
    AfterDepthNormalsTexture,
    /// <summary>
    ///   <para>Before deferred rendering G-buffer is rendered.</para>
    /// </summary>
    BeforeGBuffer,
    /// <summary>
    ///   <para>After deferred rendering G-buffer is rendered.</para>
    /// </summary>
    AfterGBuffer,
    /// <summary>
    ///   <para>Before lighting pass in deferred rendering.</para>
    /// </summary>
    BeforeLighting,
    /// <summary>
    ///   <para>After lighting pass in deferred rendering.</para>
    /// </summary>
    AfterLighting,
    /// <summary>
    ///   <para>Before final geometry pass in deferred lighting.</para>
    /// </summary>
    BeforeFinalPass,
    /// <summary>
    ///   <para>After final geometry pass in deferred lighting.</para>
    /// </summary>
    AfterFinalPass,
    /// <summary>
    ///   <para>Before opaque objects in forward rendering.</para>
    /// </summary>
    BeforeForwardOpaque,
    /// <summary>
    ///   <para>After opaque objects in forward rendering.</para>
    /// </summary>
    AfterForwardOpaque,
    /// <summary>
    ///   <para>Before image effects that happen between opaque &amp; transparent objects.</para>
    /// </summary>
    BeforeImageEffectsOpaque,
    /// <summary>
    ///   <para>After image effects that happen between opaque &amp; transparent objects.</para>
    /// </summary>
    AfterImageEffectsOpaque,
    /// <summary>
    ///   <para>Before skybox is drawn.</para>
    /// </summary>
    BeforeSkybox,
    /// <summary>
    ///   <para>After skybox is drawn.</para>
    /// </summary>
    AfterSkybox,
    /// <summary>
    ///   <para>Before transparent objects in forward rendering.</para>
    /// </summary>
    BeforeForwardAlpha,
    /// <summary>
    ///   <para>After transparent objects in forward rendering.</para>
    /// </summary>
    AfterForwardAlpha,
    /// <summary>
    ///   <para>Before image effects.</para>
    /// </summary>
    BeforeImageEffects,
    /// <summary>
    ///   <para>After image effects.</para>
    /// </summary>
    AfterImageEffects,
    /// <summary>
    ///   <para>After camera has done rendering everything.</para>
    /// </summary>
    AfterEverything,
    /// <summary>
    ///   <para>Before reflections pass in deferred rendering.</para>
    /// </summary>
    BeforeReflections,
    /// <summary>
    ///   <para>After reflections pass in deferred rendering.</para>
    /// </summary>
    AfterReflections,
    /// <summary>
    ///   <para>Before halo and lens flares.</para>
    /// </summary>
    BeforeHaloAndLensFlares,
    /// <summary>
    ///   <para>After halo and lens flares.</para>
    /// </summary>
    AfterHaloAndLensFlares,
  }
}
